Traian Trante

Home Forums Better simulation, better usability, better Train Fever

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Viewing 15 posts - 61 through 75 (of 154 total)
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  • in reply to: Usa Dlc Community Vehicle Showcase #16920
    Traian Trante
    Participant

    yeah…. 2 models are not enough for a showcase, i was really hoping to see in that video most of the models that will be in the next dlc :((

    in reply to: Too many industries #16906
    Traian Trante
    Participant

    I’m using large size maps. In order to make sure your very long line works do this: make sure you place the station right next to the industry. The length of road good travel by foot it should be minimun. The other thing is take care of the signals. Build only 4 signals on your rail line in order to make sure that once a train arrives at one end it leaves at the other end. 2 trains just following each other around aren’t of much use.

    in reply to: Crocodile with passenger wagons #16892
    Traian Trante
    Participant

    It kind of does. 100kmph AE, 65kmph crocodile. You need 35% more wagons using the croc to transport the same amount of production / year. The maintenance difference between the ae and the croc is small, so those 35% more wagons will eventually cost you more.

    in reply to: Too many industries #16891
    Traian Trante
    Participant

    20 mintutes is too short ONLY if you change the cargo trough intermediary stations. In this case, yeah, 20 minutes is way too short.

     

    However, with one carefully placed line and just two  100 km/h trains working in tandem you can move cargo from one end to the map to the other.

    in reply to: Trains turn or going somewhere #16841
    Traian Trante
    Participant

    This happens when you construct a rail. As soon as you modify the network, your trains try to find the new best route to their destination, adn sometimes, you have to destroy a doubel line to build a fork, or something and your double line turns into a single line, even that is just for a few seconds. That is enough for some trains to now turn around and find a different route.

     

    Workarounds this bug:

    – pause while constructing new additions to your complex network.

    – use some waypoints and one way signals on the way, especially waypoints to determine the station’s line a train should arrive in.

    These workarounds will work about 90% of the time, but not always.

    in reply to: I give up, Train Fever is dead! #16817
    Traian Trante
    Participant

    The only drawback to patching is that you get the “main connection” feature. That means you won’t be able to destry any road you’d like. Other than that, the patches have been mostly good, there are some performance updates you might want…

    in reply to: 10 trains in motion? #16816
    Traian Trante
    Participant

    10 different trains, not 10 different locomotives in 1 train

     

    in reply to: Multi Combined lines? #16785
    Traian Trante
    Participant

    you have to have enough vehicles on all lines to trigger the production. 2 carriages/trucks won’t do. More vehicles means lower waiting times.

     

    There is a hard coded time limit of 20 minutes before each good crate must reach its destination. That includes time spent from the mine to the station, waiting at station, unloading, moving it to the second loading bay, waiting for a truck there  (THIS is what is killing your line, btw), loading etc, etc…..

     

    When doing complex lines like that (transferring goods to a second line), you must take into account all the waiting times possible.

    • This reply was modified 9 years, 3 months ago by Traian Trante.
    in reply to: Train Fever Patcher #16776
    Traian Trante
    Participant

    Any chance you can update your patcher to the latest version of TF ? Pretty please ?????

     

    I ‘m making a mod that in effect “slows down time” by releasing vehicles later in the game than they normally would be (at 1/3rd the normal speed). For instance you will get the A 3/6 in 2021 (you normaly get that in 1907). Your patch would be very useful in allowing me to start the game in year 2000 (which is in fact old year 1900)

    • This reply was modified 9 years, 3 months ago by Traian Trante.
    in reply to: Tool to mass modify running costs ? Pls help ! #16775
    Traian Trante
    Participant

    thanks !

    Traian Trante
    Participant

    Yes, it is. in the same file you changed the year the vehicle is available from find the “description” field and change it.

     

    The desription field looks something liek this:

     

    description = {

    name = _(“Tank wagon Wasco”),

    description = _(“Double bogie, four axle tank wagon.”)

    },

     

    in reply to: Change line colour #16756
    Traian Trante
    Participant

    Yes it would be nice, but i foudn a workaroud this. Just create a lot of lines, pick the color that suits you mst then dele te the other lines. It’s not too much of a hassle i do that in 10 seconds.

    in reply to: I give up, Train Fever is dead! #16703
    Traian Trante
    Participant

    I dont think it’s dead. I runs just fine for me, but i did tinker with it a lot. there is a mod that allows me to reduce the overall population of the world by 50% and that has helped a lot. There are aloo a lot of small comunity patches, not to mention the mods that make it extremely interesting.

     

    There are issues, i give you that we’re still waiting on the developers to fix, but that doesnt mean the game is dead dead. It like….. undead !

    in reply to: Special Cargo Mod possible? #16674
    Traian Trante
    Participant

    Try the newly released ATT mod on train-fever.net . I’ts quite good, so far, although it is in the alpha stage.

    in reply to: (Request) Keep early bridges! #16673
    Traian Trante
    Participant

    go to:

    trainfever/res/config/bridge

    find the files there. for example: “rail_iron_old.lua”

    change the:

    yearTo = 1925,

    to

    yearTo = 2050,

     

     

    😛

     

Viewing 15 posts - 61 through 75 (of 154 total)